
oozey mess
Claire Keane
macklin celebrini has autism
YOU ARE THE REASON
Jules of Nature

#extradirty

Kiana Khansmith

Origami Around

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Janaina Medeiros
2025 on Tumblr: Trends That Defined the Year
cherry valley forever

ellievsbear

tannertan36
almost home
will byers stan first human second
đȘŒ

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shark vs the universe
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@artsnumsesa
Silent Hillâs such a screwed-up city even its buildings have issues.
The graphics are just incredibly beautiful. I'm a game developer student, and dream of making a game as gorgeous looking as this one. My question would be, how did you achieve this graphics? Did you made you own shader, or used one that one could somehow find someplace? Could you please help me just by pointing me in the right direction or giving some technical advice on how to make graphics like these? Thank you very much.
Thank you! Our shader is actually incredibly simple. Weâre using UDK and we pretty much just told the engine not to use a shader, so everything is lit omnidirectionally by the sun color. We did it through their material editor, so I donât know how to transfer it to various engines, but itâs just the texture * the light color, I think!
I strongly believe that studying color theory had a bigger effect on Eidolonâs look than any technical information, so thatâs what Iâd point you to! A lot of the textures are heavily hue-shifted to give the illusion of lusher lighting (most things that look brown in the game are actually dull greens, for instance). I know this wasnât your question, but Creative Color by Faber Birren and The Elements of Color by Johannes Itten are some pretty sweet texts if youâre interested in making arresting visuals!
I tried to recreate the gameboy limitations inside Unity3D free: using no render to texture, visualize everything with only 4 colors and the limited resolution (in this case upscaled 4x). So even a 3D game would satisfy the requirements, even though the original console would not be able to run that. I might think of adding automatic dithering too.
Did you write a shader to do that?
Right, itâs a shader and a script that attaches to the main camera. I posted it all to Github, with an example project and usage instructions.
Oh, interesting, thank you for sharing the source. :)
A new game involving David Kanaga (who made the music/sound for Proteus)
Follow them:Â http://sketchbook.panoramic.al/
Printing postcards for our booth at GDC, hereâs some high resolution in-game captures
"Go Fast Particles", aka "zoom stripes" or "fwooshies"
http://gamedevelopment.tutsplus.com/articles/go-beyond-retro-pixel-art-with-flat-shaded-3d-in-unity--gamedev-12259
The Red Wall
'Sleeping' trees stand guard over the Arctic Photographer Niccolo Bonfadini captures the essence of a sub-zero winter in Finnish Lapland with this stunning photo of trees covered in thick layers of ice and snow.
Midwinter (Mike Singleton, 1989)
Paul Holmesâ Hunter (Amiga, 1991)
Characters
Paul Holmesâ Hunter (Amiga, 1991)
Hunter, 1991
crystal.gif
Important Portrait of Marla Wasser, 2013, C-Print, 42â x 58â